Method and apparatus for controlling perspective switching, electronic device and readable storage medium

ABSTRACT

This application discloses a method and apparatus for switching perspectives in a computer game, an electronic device and a computer-readable storage medium. The method includes displaying a virtual scene picture in a game from a target perspective in a client; triggering a key stage in the game and determining a key perspective corresponding to the key stage; and automatically switching the target perspective to the key perspective to display a key scene picture from the key perspective in the client.

RELATED APPLICATIONS

This application is a continuation of PCT Application No.PCT/CN2020/096405, entitled “PERSPECTIVE SWITCHING CONTROL METHOD ANDAPPARATUS, ELECTRONIC DEVICE AND READABLE STORAGE MEDIUM” and filed onJun. 16, 2020, which claims priority to Chinese Patent Application No.201910544427.0 filed on Jun. 21, 2019. The two applications are bothincorporated herein by reference in their entirety.

FIELD OF THE TECHNOLOGY

This application relates to the field of computers, and in particular,to a method and apparatus for controlling perspective switching, anelectronic device and a computer-readable storage medium.

BACKGROUND OF THE DISCLOSURE

In computer game terminal applications, the players are provided with aparticipating mode and an observation mode. For example, ordinaryplayers can watch game props or game skills used by other players in around of game through a third-party perspective in the observation modeto gain game operation experience. In another example, a commentator ora referee can also watch a round of game through the third-partyperspective in the observation mode to commentate the round of game toother observation players in real-time live broadcast.

In the related art, in order to have a more comprehensive understandingof pictures in each scene of a game, professional players are usuallyinvited to control the switching of the third-party perspective throughdirected broadcasting equipment, to switch a game picture currentlydisplayed in the third-party perspective to a game picture displayed inthe perspective corresponding to certain actions during the round ofgame. However, the number of such professional game directors islimited, and the operation mode of manual perspective switching controlis complicated, which increases the response time of the perspectiveswitching control, thus resulting in a problem of low efficiency ofperspective switching control.

SUMMARY

Embodiments of this application provide a method and apparatus forcontrolling perspective switching, an electronic device and acomputer-readable storage medium, capable of automatically switching aperspective and improving the efficiency of perspective switchingcontrol.

One aspect of this application provides a method for controllingperspective switching, the method including displaying a virtual scenepicture in a game from a target perspective in a client; triggering akey stage in the game and determining a key perspective corresponding tothe key stage; and automatically switching the target perspective to thekey perspective to display a key scene picture from the key perspectivein the client.

Another aspect of this application provides an apparatus for controllingperspective switching, including a first display unit, configured todisplay a virtual scene picture in a game from a target perspective in aclient; a first determining unit, configured to trigger a key stage inthe game and determine a key perspective correspond to the key stage;and a first switching unit, configured to automatically switch thetarget perspective to the key perspective to display a key scene picturein the key perspective in the client.

Another aspect of this application provides a non-transitorycomputer-readable storage medium, having a computer program storedtherein, the computer program being configured to perform, when run, themethod for controlling perspective switching.

The embodiments of this application provide an electronic device,including a memory and a processor. A computer program is stored in thememory, and the processor is configured to run the computer program toperform the method for controlling perspective switching.

In embodiments of this application, after entering a round of game, avirtual scene picture in the game is displayed from a target perspectivein a client, when a key stage in the game is triggered, a keyperspective corresponding to the key stage is determined, and the targetperspective is automatically switched to the key perspective to displaya key scene picture in the key perspective in the client. That is, ifthe key stage is triggered, the key scene picture in the key perspectiveafter switching can be displayed in the client, and there is no need fora professional game director to manually control a perspective switchingoperation, thereby simplifying the operation of perspective switchingcontrol, and saving the time of perspective switching control, toachieve the purpose of improving the efficiency of perspective switchingcontrol.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a schematic diagram of a network environment of a method forcontrolling perspective switching according to an embodiment of thisapplication.

FIG. 2 is a schematic diagram of a hardware environment of a method forcontrolling perspective switching according to an embodiment of thisapplication.

FIG. 3A to FIG. 3C are flowcharts of a method for controllingperspective switching according to an embodiment of this application.

FIG. 4 is a schematic diagram of an observation perspective according toan embodiment of this application.

FIG. 5 is a schematic diagram of a scene picture currently observed froma target perspective according to an embodiment of this application.

FIG. 6A is a schematic diagram of a scene picture displayed from a rearperspective according to an embodiment of this application.

FIG. 6B is a schematic diagram of a scene picture displayed from a frontperspective according to an embodiment of this application.

FIG. 6C is a schematic diagram of a scene picture displayed from a topperspective according to an embodiment of this application.

FIG. 7 is a schematic diagram of a group according to an embodiment ofthis application.

FIG. 8A is a schematic diagram of settings of a free lens according toan embodiment of this application.

FIG. 8B is a schematic diagram of settings of relevant parameters of afixed lens according to an embodiment of this application.

FIG. 9 is a schematic diagram of a key scene picture according to anembodiment of this application.

FIG. 10 is a schematic structural diagram of an apparatus forcontrolling perspective switching according to an embodiment of thisapplication.

FIG. 11 is a schematic structural diagram of an electronic deviceaccording to an embodiment of this application.

DESCRIPTION OF EMBODIMENTS

In order to make persons skilled in the art better understand thesolutions of this application, the following clearly and completelydescribes the technical solutions in some embodiments of thisapplication with reference to the accompanying drawings in someembodiments of this application. Apparently, the described embodimentsare only some of the embodiments of this application rather than all ofthe embodiments. All other embodiments obtained by a person of ordinaryskill in the art based on the embodiments of this application withoutcreative efforts shall fall within the protection scope of thisapplication.

In this specification, claims, and accompanying drawings of thisapplication, the terms “first”, “second”, and so on are intended todistinguish similar objects but do not necessarily indicate a specificorder or sequence. It is to be understood that such used data isinterchangeable where appropriate so that the embodiments of thisapplication described here can be implemented in an order other thanthose illustrated or described here. Moreover, the terms “include”,“contain” and any other variants mean to cover the non-exclusiveinclusion, for example, a process, method, system, product, or devicethat includes a list of steps or units is not necessarily limited tothose expressly listed steps or units, but may include other steps orunits not expressly listed or inherent to such a process, method,system, product, or device.

According to some embodiments of this application, a method forcontrolling perspective switching is provided. For example, the methodfor controlling perspective switching may not be limited to beingapplied to a system for controlling perspective switching in the networkenvironment as shown in FIG. 1. The system for controlling perspectiveswitching includes a user equipment 102, a network 110, and a server112. For example, a client with a round of game application (as shown inFIG. 1, it is a racing game application client) is installed in the userequipment 102. The user equipment 102 includes a human-computerinteraction screen 104, a processor 106, and a memory 108. Thehuman-computer interaction screen 104 is configured to detect ahuman-computer interaction operation (such as a touch operation) througha human-computer interaction interface corresponding to the client. Theprocessor 106 is configured to generate a corresponding operationinstruction according to the human-computer interaction operation, anduse, in response to the control of the operation instruction, a targetaccount of the client to adjust a virtual scene picture displayed in atarget perspective. The memory 108 is configured to store the operationinstruction and picture resources of the virtual scene picture.

As in step S102, after the client installed in the user equipment 102uses the target account to enter a round of game, the human-computerinteraction screen 104 in the client displays a virtual scene picture inthe round of game from a target perspective matching the target account.Then, the processor 106 executes step S104 to synchronously send anoperating state of the round of game to the server 112 of the round ofgame application via the network 110. The server 112 may be anindependent physical server, may be a server cluster or a distributedsystem composed of multiple physical servers, or may be a cloud serverthat provides cloud computing services. Taking a cloud server (in whicha program for perspective switching control is packaged) as an example,a user invokes the perspective switching control service in the cloudservice through a terminal, so that the server deployed in the cloudinvokes the packaged perspective switching control program to performsteps S106-S110, i.e., detecting whether a key stage in a round of gameis triggered, when the key stage is triggered, determining a keyperspective matching the key stage, and automatically switching thetarget perspective to the key perspective. The key scene picture in thekey perspective is then sent to the user equipment 102, as in step S112.After obtaining the key scene picture in the key perspective, the userequipment 102 displays the key scene picture in the key perspective inthe client through the human-computer interaction screen 104, as in stepS114, and stores same to the memory 108.

In addition, the method for controlling perspective switching may not belimited to being applied to a hardware environment as shown in FIG. 2.For example, a client with a round of game application (as shown in FIG.2, it is a racing game application client) is installed in the userequipment 102. The user equipment 102 includes the human-computerinteraction screen 104, the processor 106, and the memory 108. As instep S202, the user equipment 102 displays the virtual scene picture inthe round of game from a target perspective matching the target accountthrough the human-computer interaction screen 104. Then, steps S204-S208are performed by the processor 106, i.e., detecting whether a key stagein a round of game is triggered, when the key stage is triggered,determining a key perspective matching the key stage, and automaticallyswitching the target perspective to the key perspective. Step S210 isthen performed, i.e., displaying the key scene picture in the keyperspective in the client through the human-computer interaction screen104, and storing same to the memory 108.

In some embodiments of this application, after using the target accountto enter a round of game, the virtual scene picture in the round of gameis displayed from a target perspective matching the target account inthe client, when a key stage of the round of game is triggered, a keyperspective matching the key stage is determined, and the targetperspective is automatically switched to the key perspective to displaythe key scene picture in the key perspective in the client. That is, forthe target account, after entering the round of game, whether a keystage in the round of game is triggered may be detected, and when thekey stage is triggered, the target perspective of the target account iscontrolled to automatically switch to the key perspective matching thekey stage to directly display the key scene picture in the switched keyperspective in the client. There is no need for a professional gamedirector to manually control a perspective switching operation, therebysimplifying the operation of perspective switching control, and savingthe time of perspective switching control, to achieve the purpose ofimproving the efficiency of perspective switching control, therebyovercoming the problem in the related art of low efficiency ofperspective switching control.

For example, in some embodiments of this application, the user equipmentmay be, but is not limited to, electronic devices that support runningapplication clients, such as a mobile phone, a tablet computer, anotebook computer, and a PC. The server and the user equipment may notbe limited to realizing data interaction through a network, and thenetwork may include, but is not limited to, a wired network or awireless network. The wireless network includes: Bluetooth, WIFI, andother networks that implement wireless communication. The wired networkmay include, but is not limited to, a wide area network, a metropolitanarea network, and a local area network. The foregoing is merely anexample, which is not limited by embodiments of this application.

As shown in FIG. 3A, some embodiments of this application provide amethod for controlling perspective switching, which can be implementedby various types of electronic devices, such as the server as shown inFIG. 1 and the user equipment as shown in FIG. 2. The method forcontrolling perspective switching includes the following steps:

S302: When a round of game starts, display a virtual scene picture inthe round of game from a target perspective in a client.

S304: When a key stage in the round of game is triggered, determine akey perspective matching the key stage.

S306: Automatically switch the target perspective to the key perspectiveto display a key scene picture in the key perspective in the client.

The steps of the method shown in FIG. 3A may not be limited to beingapplied to the system for controlling perspective switching shown inFIG. 1, and being completed through data interaction between the userequipment 102 and the server 112, or may not be limited to being appliedto the user equipment 102 shown in FIG. 2, and being completed by theuser equipment 102. The foregoing are merely examples, which are notlimited by embodiments of this application.

For example, in some embodiments of this application, the method forcontrolling perspective switching may not be limited to be used in gameapplications, such as racing game applications. A round of game of theracing game applications may include, but is not limited to, at leasttwo virtual objects controlled by a player which participate incompleting racing game tasks. The virtual objects may include, but arenot limited to: virtual characters, virtual equipment, virtual vehicles,and the like. Moreover, in some embodiments of this application, afterusing a target account to enter a round of game, a virtual scene picturein the round of game may be displayed from a target perspective matchingthe target account in the client. The target account may not be limitedto the account of a player participating in the round of game, but mayalso be the account of an observer not participating in the round ofgame. In some embodiments of this application, during the running of around of game, the target perspective of the target account may not belimited to determining to automatically switch to the key perspectivebased on a detected key stage, to switch and display scene pictures indifferent perspectives in the client, without a need for a professionalgame director to operate, thereby simplifying the operation ofperspective switching control, and achieving the purpose of improvingthe efficiency of perspective switching control. As shown in FIG. 4, theobservation perspectives used for observation in the racing gameapplications may include, but are not limited to: a main perspective forcapturing of a main camera of the virtual object, a front perspectivefor capturing of a front lens 401 of the virtual object, a rearperspective for capturing of a rear camera 402 of the virtual object, atop perspective for capturing of a top camera 403 of the virtual object,and a fixed perspective for capturing of a fixed camera disposed in around of game scene. The foregoing is merely an example, which is notlimited by the embodiments of this application.

For example, in some embodiments of this application, the key stage maynot be limited to a process that can redisplay an operating state of thevirtual object in a set operating state during running of a round ofgame, i.e., a round of game progress that the observer pays attention toin the round of game. For example, the key stage may include, but is notlimited to a starting stage of a round of game, and a major stage thatthe virtual object participating in the round of game reaches a targetposition. The major stage may include, but is not limited to a processthat the virtual object reaches a finish line, a process that thevirtual object reaches a starting position of a major region (i.e.,entering the major region), and the like. In addition, in someembodiments of this application, it may not be limited to using amileage line on a track in a racing game task to determine whether thevirtual object reaches the target position. The foregoing is merely anexample, which is not limited by the embodiments of this application.

For example, in some embodiments of this application, it may not belimited to pre-configuring a perspective switching mode for the targetaccount. The perspective switching mode may include, but is not limitedto: an individual locking mode and a group locking mode. In theindividual locking mode, a single virtual object reaching the targetposition is first locked, and the target perspective of the targetaccount is switched to the player perspective of the user accountcorresponding to the single virtual object. In the group locking mode, atarget virtual object among group virtual objects that reaches thetarget position is locked, and the target perspective of the targetaccount is switched to the player perspective of the user accountcorresponding to the target virtual object. The target virtual objectmay not be limited to: 1) virtual objects at specified positions in agroup, such as a virtual object in a leading position and a virtualobject in the center; and 2) virtual objects determined according to theposition distribution of the virtual objects in the group. For example,in some embodiments of this application, the player perspective mayinclude, but is not limited to, the following perspectives correspondingto the virtual object: a main perspective, a front perspective, a rearperspective, and a top perspective.

For example, in some embodiments of this application, the keyperspective may not be limited to an observation perspectivecorresponding to a fixed lens disposed in the virtual scene. The keyperspective may not be limited to being configured with an effectivedisplay duration, a follow range, a movement duration. The effectivedisplay duration may not be limited to being used for indicating amaximum duration that the key perspective is allowed to display thecaptured key scene picture. The follow range may not be limited to beingused for indicating a starting observation position and an endingobservation position of the locked key virtual object observed in thekey perspective. The movement duration is used for indicating theduration of allowing the fixed lens corresponding to the key perspectiveto move. That is, by adjusting a turning lens of the fixed lenscorresponding to the key perspective or controlling the fixed lens tofollow the movement, the corresponding followed key scene picture can bedisplayed. The fixed lens may not be limited to being configured toindicate a preset lens, but not being used to limit the lens to belocated at a fixed position. The foregoing is merely an example, whichis not limited by the embodiments of this application.

For example, in some embodiments of this application, the keyperspective may also be not limited to a shortest display duration. Theshortest display duration is used for indicating that it is allowed toswitch to other perspectives only when the duration of the targetperspective staying at the current key perspective reaches the shortestdisplay duration. The foregoing is merely an example, which is notlimited by the embodiments of this application.

For example, in some embodiments of this application, before determiningthe key perspective matching the key stage, or after displaying the keyscene picture in the key perspective in the client, when not detectingthat the key stage in the round of game is triggered, a to-be-displayedtarget object scene picture is determined from a picture resource poolmatching the round of game, where the picture resource pool isconfigured to store candidate object scene pictures in a candidateobject perspective that meets a display condition; and the targetperspective is switched to a target object perspective corresponding tothe target object scene picture, to display the target object scenepicture in the target object perspective in the client. The candidateobject scene pictures in the picture resource pool are configured withpriorities, and the target object scene picture can be determinedaccording to the priorities.

In addition, in some embodiments of this application, the target objectscene picture corresponding to the target object perspective may not belimited to being configured with a first display duration and a seconddisplay duration. The first display duration is used for indicating amaximum duration allowed for display of the object scene picture, andthe second display duration is used for indicating a minimum durationfor display of the object scene picture. For example, in someembodiments of this application, when a priority of a previous targetscene picture before the current target object scene picture is higherthan the priority of the target object scene picture, the previousobject scene picture is allowed to be displayed according to the firstdisplay duration without being interrupted. Moreover, when the priorityof the previous target scene picture before the current target objectscene picture is lower than the priority of the target object scenepicture, the previous object scene picture is automatically switched tothe target object scene picture when the previous object scene picturereaches the end moment of the second display duration. Automatic pictureswitching is triggered according to the priority of the scene picture,so that the corresponding perspective can also be automaticallyswitched.

In some embodiments, reference is made to the example shown in FIG. 3Bfor illustration: after step S402 of using a target account to enter around of game, step S404-1 of detecting whether a duration from startingthe round of game reaches a first target duration is performed. If theduration of operation from the start does not reach the first targetduration, step S404-2 is performed, i.e., determining that the round ofgame is in a starting stage, and switching the target perspective to astart perspective corresponding to the starting stage to display a startscene picture in the open perspective, as in step S404-3. When theduration from the start exceeds the first target duration, step S406-1is performed, i.e., detecting whether at least one of the virtualobjects participating in the round of game reaches a mileage linecorresponding to the end point. When detecting that a virtual objectreaches the mileage line corresponding to the end point, step S406-2 isperformed, i.e., determining that a virtual object in the round of gameenters a finish line process, and switching the target perspective to afinish line perspective corresponding to the finish line process todisplay a finish line scene picture in the finish line perspective, asin step S406-3. If it is not detected that at least one virtual objectreaches the mileage line corresponding to the end point, step S408-1 isperformed, i.e., detecting whether at least one virtual object reaches astarting position of a major region (such as a curve region whereovertaking is easy). When detecting that at least one virtual objectreaches the starting position of the major region, step S408-2 isperformed, i.e., determining to trigger a major region process, andswitching to a major region perspective corresponding to the majorregion to display the major region scene picture in the major regionperspective, as in step S408-3.

As shown in FIG. 3B, when detecting that the key stage (such as thestarting stage, the finish line process, and the major region process)is not triggered, step S410 is performed, i.e., determining ato-be-displayed target object scene picture (i.e., a scene picturecorresponding to a free lens) from a picture resource pool matching theround of game, where each free lens can be set as shown in FIG. 8A, sothat the scene picture corresponding to each free lens has the shortesttime, the hold time and a weight that take effect independently, and thefree lens can take effect randomly according to the weight. According tothe priorities configured for the candidate object scene pictures in thepicture resource pool, the target object scene picture can be randomlydetermined therefrom. For example, step S412-1 to step S412-4 arearranged: candidate object scene pictures corresponding to a frontperspective of a leading virtual object in the round of game in stepS412-1, candidate object scene pictures corresponding to a mainperspective of the last one in a first echelon in the round of game instep S412-2, candidate object scene pictures corresponding to a topperspective of a close virtual object/a chasing virtual object in stepS412-3, and candidate object scene pictures corresponding to a mainperspective of any virtual object participating in the round of game instep S412-4. The candidate object scene pictures are merely examples,and the embodiments of this application may also include other candidateobject scene pictures, which are not limited here.

According to the embodiments provided by this application, after usingthe target account to enter a round of game, the virtual scene picturein the round of game is displayed from a target perspective matching thetarget account in the client, when detecting that a key stage of theround of game is triggered, a key perspective matching the key stage isdetermined, and the target perspective is automatically switched to thekey perspective to display the key scene picture in the key perspectivein the client. That is, after entering the round of game, whether a keystage in the round of game is triggered may be detected, and whendetecting that the key stage is triggered, the target perspective of thetarget account is controlled to be automatically switched to the keyperspective matching the key stage to directly display the key scenepicture in the key perspective after switching in the client. There isno need for a professional game director to manually control aperspective switching operation, thereby simplifying the operation ofperspective switching control, and saving the time of perspectiveswitching control, to achieve the purpose of improving the efficiency ofperspective switching control, and thus overcoming the problem in therelated art of low efficiency of perspective switching control.

In some embodiments, the key stage includes a starting stage and a majorstage. The detecting that the key stage in the round of game istriggered includes: when detecting that a duration of start running theround of game does not reach a first target duration, determining thatthe round of game is in the starting stage; and when detecting that afirst virtual object controlled by a first user account participating inthe round of game reaches a target position, determining that the roundof game enters the major stage.

For example, in some embodiments of this application, the targetposition may include, but is not limited to, at least one of thefollowing: an end point and a starting position of a major region. Whendetecting that a virtual object reaches the end point, determining totrigger the finish line process included in the key stage or detectingthat a virtual object reaches the starting position of the major region,the major region process included in the key stage is determined to betriggered. In addition, in some embodiments of this application, inracing game applications, it may not be limited to determining whetherthe virtual object reaches the target position according to the mileageline reached by the virtual object.

In some embodiments, when detecting that the first virtual objectreaches the target position, and the target position is the end point,the target perspective is switched to an observation perspective of thefirst user account corresponding to the first virtual object.

Reference is made to the example shown in FIG. 5 for illustration.Assuming that taking a racing game application as an example, afterusing a target account to enter a round of game, the currently observedscene picture of the target perspective of the target account is asshown in FIG. 5, the currently displayed scene picture includes avirtual object 502 participating in the round of game, the dotted lineshown in the round of game track is a mileage line 504, and the virtualobject 502 is crossing the mileage line 504 and is about to reach afinish line 506.

For example, when detecting that the duration of start running the roundof game has exceeded the first target duration (for example, n seconds),whether at least one virtual object reaches the mileage linecorresponding to the target position in the round of game is detected.Assuming that it is detected that the virtual object 502 reaches thefinish line 506, the finish line process (the key stage) is determinedto be triggered, and the target perspective is switched to the finishline perspective to display the finish line scene picture. The finishline perspective may be as shown in FIG. 6A, which is a scene picturedisplayed in the rear perspective of the virtual object 502 crossing thefinish line 506. The finish line perspective may also be as shown inFIG. 6B, which is a scene picture displayed in the front perspective ofthe virtual object 502 crossing the finish line 506. The finish lineperspective may also be as shown in FIG. 6C, which is a scene picturedisplayed in the top perspective of the virtual object 502 crossing thefinish line 506.

In some embodiments, the automatically switching the target perspectiveto the key perspective to display a key scene picture in the keyperspective in the client includes: when detecting that the firstvirtual object reaches the target position and the target position isnot the end point, determining a perspective switching mode of thetarget account; when the perspective switching mode is an individuallocking mode, automatically switching the target perspective to anobservation perspective of the first user account corresponding to thefirst virtual object; when the perspective switching mode is a grouplocking mode, determining a group where the first virtual object iscurrently located; obtaining an observation perspective of a target useraccount corresponding to a target virtual object in the group, thetarget virtual object being at a key position in the group; andautomatically switching the target perspective to an observationperspective of the target user account corresponding to the targetvirtual object.

For example, in some embodiments of this application, the perspectiveswitching mode may include, but is not limited to the individual lockingmode and the group locking mode. The individual locking mode is used forindicating that a single virtual object reaching the target position(for example, the starting position of the major region) is firstlocked, and the target perspective of the target account is switched tothe player perspective of the user account corresponding to the singlevirtual object. That is, the display effect of the switched perspectivemay not be limited to a case where the target position is the end pointin the foregoing example. Assuming that the single virtual object is thevirtual object 502 as shown in FIG. 5, the target perspective can beswitched to the observation perspective of the user accountcorresponding to the locked virtual object 502, such as the mainperspective, the front perspective (as shown in FIG. 6B), the rearperspective (as shown in FIG. 6A), and the top perspective (as shown inFIG. 6C). The implementation process is not repeated in the embodimentsof this application.

The group locking mode is used for indicating that a target virtualobject among group virtual objects that reaches the target position islocked, and the target perspective of the target account is switched tothe player perspective of the user account corresponding to the targetvirtual object. The target virtual object may not be limited to: virtualobjects at specified positions in a group, such as a virtual object in aleading position and a virtual object in the center. As shown in FIG. 7,assuming that it is determined that a group (i.e., an echelon) includesfour virtual objects (i.e., virtual vehicles), a midpoint of all thevirtual vehicles in the echelon on plane coordinates can be determinedas an echelon lock point 701; and based on the echelon lock point, theclosest virtual object is selected as the target virtual object lockedin the echelon. The foregoing is merely an example, which is not limitedby the embodiments of this application.

In some embodiments of this application, the group may not be limited tobeing determined based on a linear distance between every two of thevirtual objects in the plane coordinates. For example, for the virtualobjects, virtual objects whose linear distance therebetween is less thana target distance value can be determined to belong to the same group orechelon. This is merely an example, and the approach of determining thegroup is not limited by the embodiments of this application.

According to the embodiments of this application, a switching policy forswitching control of the target perspective is determined based on thedetected target position reached by the first virtual object and theperspective switching mode configured for the target account, therebyautomatically triggering the switching of the target perspective when agiven condition is achieved, and enabling the target perspective of thetarget account to give priority to focus on the key stage in the roundof game. Not only the operation of perspective switching control issimplified, but also the target account can be prevented from missingthe observation of the key scene picture corresponding to the key stage,to ensure the comprehensiveness and effectiveness of the observation.

In some embodiments, before the obtaining an observation perspective ofa target user account corresponding to a target virtual object in thegroup, the method further includes: when there is no virtual objectafter the first virtual object and in a range where a distance from thefirst virtual object is less than or equal to a first distance,determining the first virtual object as the target virtual object, anddetermining the first user account as the target user account; when avirtual object exists behind the first virtual object and within therange where the distance from the first virtual object is less than thefirst distance, obtaining a ranking position of the first virtualobject; when the ranking position indicates that the first virtualobject is not located in a target sequence of the group, determining thefirst virtual object as the target virtual object, and determining thefirst user account as the target user account; and when the rankingposition indicates that the first virtual object is located in thetarget sequence of the group, obtaining a second virtual objectappearing after the first virtual object as a next first virtual object.

For example, in some embodiments of this application, it may not belimited to determining the target virtual object according to thedistribution of the virtual objects in a group. The distribution may notbe limited to being determined based on a determining result of whetherthe first virtual object is in a new group located behind, and theranking position in the new group located behind. Reference is made tothe example shown in FIG. 3C for illustration. Assuming that the totalnumber of the virtual objects participating in the round of game is m,the ranking position of the first virtual object is redisplayed by a. Asin steps S802-S804, after the first virtual object reaches the startingposition of the major region, a group where the first virtual object iscurrently located is determined, and when determining that the firstvirtual object is currently located in the group, step S806 isperformed, i.e., locking the target virtual object in the group. Whendetermining that the first virtual object is not currently located inthe group, step S808 is performed, i.e., determining whether there is anew group after the first virtual object. When determining that there isno new group, it is indicated that the group distribution is relativelydispersed, and step S810 is performed, i.e., locking the first virtualobject as the target virtual object in the group. When determining thatthere is a new group, step S812 is performed, i.e., determining whetherthe ranking position a of the first virtual object is less than m/2+1 (atarget sequence), and when determining that a is greater than or equalto m/2+1, locking the first virtual object as the target virtual objectin the group, as in step S814. When determining that a is less thanm/2+1, it is indicated that the group distribution is relativelyconcentrated, and as in step S816, a second virtual object appearingafter the first virtual object is obtained as a next first virtualobject, and the foregoing determining process is continued.

According to the embodiments of this application, whether to determinethe first virtual object as a locked target virtual object in a group isdetermined based on the determining result of whether the first virtualobject is in the new group located behind, and the ranking positionthereof in the new group located behind, thereby flexibly determiningthe target virtual object in the group, to avoid excessivelyconcentrated observation of virtual objects in an echelon, and improvethe flexibility of perspective switching control and the coverage rateof switching observation.

In some embodiments, the automatically switching the target perspectiveto the key perspective to display a key scene picture in the keyperspective in the client includes: determining an effective displayduration and a follow range corresponding to the key perspective, thefollow range including a starting observation position and an endingobservation position of a locked key virtual object in the key scenepicture; when the effective display duration is not reached, displayinga key scene picture corresponding to a process of the key virtual objectfrom the starting observation position to the ending observationposition in the client; and when the key virtual object does not reachthe ending observation position but the effective display duration hasbeen reached, displaying a key scene picture corresponding to the keyvirtual object within the effective display duration in the client.

In some embodiments of this application, the automatically switching thetarget perspective to the key perspective to display a key scene picturein the key perspective in the client includes determining a movementduration corresponding to the key perspective; and displaying, in theclient, the key scene picture obtained by observation through the keyperspective within the movement duration.

In some embodiments of this application, it may not be limited topre-configuring the relevant parameters of the fixed lens correspondingto the key perspective, and the configuration effect of the relevantparameters may be as shown in FIG. 8B. The foregoing relevant parametersmay include, but are not limited to, the following contents:

1) Identity (ID) of the current fixed lens: searching for correspondinglens configurations through the ID, and then setting the lens.

2) Sideway ID: a map used in a round of game has many sideways, andmileage line IDs of different sideways are also different.

3) Activation range: a mileage line range activated by the lens, andwhen the virtual object reaches the mileage line range corresponding tothe lens, the lens is activated so that the lens captures the picturecontent in the round of game scene.

4) Follow range: when the lens is activated, the locked virtual objectcan be obtained by calculation, and within the mileage line range, thelens locks the virtual object for observing same.

5) Application lap count: the fixed lens only takes effect in this lapcount. 0 means that the fixed lens takes effect in any lap count.

6) Mutually exclusive lens: it is mutually exclusive with the lens whoseID is filled in.

7) Locking mode: a group locking mode or an individual locking mode. Forexample, ID “2” is used for specifying a to-be-locked target virtualobject according to the pre-configured parameters of the group, and ID“1” is used for locking the single virtual object that activates thelens. The foregoing IDs are merely examples, which are not limited bythe embodiments of this application.

8) Effective display duration: a duration during which the lens takeseffect.

9) Movement duration: the lens starts to move from coordinates of astart lens according to the movement duration until it reachescoordinates of an end lens.

10) Start lens: the starting position of the fixed lens, if there is nomovement duration, it will stay at this position forever.

11) End lens: after filling in the movement duration, it will moveaccording to the movement duration, and is used for indicating the endpoint of the lens movement.

The fixed lens corresponding to the key perspective may follow thelocked virtual object to achieve following movement, and may alsocontrol a rotation angle of the lens to follow and photograph the lockedmoving virtual object. As shown in FIG. 9, the fixed lens is movable,and when the effective display duration does not reach the end time, thefixed lens corresponding to the key perspective is controlled to moveaccording to the movement duration to display, in the client, a keyscene picture 901 corresponding to the key virtual object in a processfrom the starting observation position to the ending observationposition. When the key virtual object does not reach the endingobservation position but the effective display duration has beenreached, a key scene picture corresponding to the key virtual objectwithin the effective display duration is displayed in the client. Thatis, when the effective display duration has not been reached, the fixedlens may be controlled to always follow the locked virtual object untilthe virtual object leaves the ending observation position, therebyrealizing full observation. However, when the effective display durationhas been reached, following photography of the locked virtual object isstopped.

According to the embodiments of this application, the effective controlof the key perspective is realized according to relevant controlparameters configured for the key perspective, to ensure that after thetarget perspective is switched to the key perspective, the runningsituation of the round of game can be observed in a comprehensive andflexible manner to avoid missing the key stage.

In some embodiments, before the determining a key perspective matchingthe key stage, or after the displaying a key scene picture in the keyperspective in the client, the method further includes: when notdetecting that the key stage in the round of game is triggered,determining a to-be-displayed target object scene picture from a pictureresource pool matching the round of game, where the picture resourcepool is configured to store candidate object scene pictures in acandidate object perspective that meets a display condition; andswitching the target perspective to a target object perspectivecorresponding to the target object scene picture, to display the targetobject scene picture in the target object perspective in the client.

In some embodiments, the determining a to-be-displayed target objectscene picture from a picture resource pool matching the round of gameincludes: determining the target object scene picture according to thepriorities configured for the candidate object scene pictures in thepicture resource pool.

In addition, in some embodiments, before the determining ato-be-displayed target object scene picture from a picture resource poolmatching the round of game, the method further includes: detecting anoperating state of a user account participating in the round of game;and obtaining, according to the operating state, the candidate objectscene pictures in the candidate object perspective that meets thedisplay condition, and storing same in the picture resource pool. Theforegoing display condition may include, but is not limited to: being ina leading position in a round of game, being the last in a first echelonin a round of game, being the last in a round of game, being in aclose/chasing state in a round of game, any virtual object participatingin a round of game, or the like. The foregoing is merely an example,which is not limited by the embodiments of this application.

In some embodiments, the switching the target perspective to a targetobject perspective corresponding to the target object scene pictureincludes: when a priority of the target object scene picture is higherthan priorities of other candidate object scene pictures in the picturesource pool but is lower than a priority of a previous object scenepicture displayed prior to the target object scene picture, obtaining afirst display duration configured for the previous object scene picture,the first display duration being used for indicating a maximum durationallowed for display of the previous object scene picture; and whendisplay time of the previous object scene picture reaches the firstdisplay duration, switching the target perspective to the target objectperspective corresponding to the target object scene picture.

In some embodiments of this application, when the priority of a previoustarget scene picture before the current target object scene picture ishigher than the priority of the target object scene picture, theprevious object scene picture is allowed to be displayed according tothe first display duration without being interrupted, to directly switchto the target object scene picture.

In some embodiments, the switching the target perspective to a targetobject perspective corresponding to the target object scene pictureincludes: when a priority of the target object scene picture is higherthan priorities of other candidate object scene pictures in the picturesource pool and is higher than a priority of a previous object scenepicture displayed prior to the target object scene picture, obtaining asecond display duration configured for the previous object scenepicture, the second display duration being used for indicating a minimumduration required for display of the previous object scene picture; whendisplay time of the previous object scene picture does not reach thesecond display duration, continuing to display the previous object scenepicture; and when the display time of the previous object scene picturereaches the second display duration, switching the target perspective tothe target object perspective corresponding to the target object scenepicture.

When the priority of the previous target scene picture before thecurrent target object scene picture is lower than the priority of thetarget object scene picture, the previous object scene picture isautomatically switched to the target object scene picture when theprevious object scene picture reaches the end moment of the seconddisplay duration.

According to the embodiments of this application, the automaticswitching of each candidate object scene picture is triggered accordingto the priority configured for each candidate object scene picture inthe picture resource pool, so that the corresponding perspective canalso be automatically switched. Therefore, the flexibility andsimplicity of the perspective switching operation are ensured.

For brevity of description, the foregoing method embodiments aredescribed as a series of combinations of actions. However, it is to beunderstood by persons skilled in the art that this application is notlimited to the order of the described actions because according to thisapplication, some steps may be performed in other order orsimultaneously. Next, it is also to be understood by persons skilled inthe art that the described embodiments in the specification are allexemplary embodiments, and the actions and modules involved are notnecessarily essential to this application.

The embodiments of this application provide an apparatus for controllingperspective switching configured to implement the foregoing method forcontrolling perspective switching. As shown in FIG. 10, the apparatusincludes: a first display unit 1002 configured to display, when a roundof game starts, a virtual scene picture in the round of game from atarget perspective in a client; a first determining unit 1004 configuredto determine, when a key stage in the round of game is triggered, a keyperspective matching the key stage; and a first switching unit 1006configured to automatically switch the target perspective to the keyperspective to display a key scene picture in the key perspective in theclient.

The foregoing units of the apparatus shown in FIG. 10 may not be limitedto being applied to a user equipment 102 and a server 112 of the systemfor controlling perspective switching shown in FIG. 1, or may not belimited to being applied to the user equipment 102 shown in FIG. 2. Theforegoing are merely examples, which are not limited by the embodimentsof this application.

For example, in some embodiments of this application, the apparatus forcontrolling perspective switching may not be limited to be used in gameapplications, such as racing game applications. A round of game of theracing game applications may include, but is not limited to, at leasttwo virtual objects controlled by a player which participate incompleting racing game tasks. The virtual objects may include, but arenot limited to: virtual characters, virtual equipment, virtual vehicles,and the like. Moreover, in some embodiments of this application, thetarget account may not be limited to the account of the playerparticipating in the round of game, but the account of an observer notparticipating in the round of game. In some embodiments of thisapplication, during the running of a round of game, the targetperspective of the target account may not be limited to determining toautomatically switch to the key perspective based on a detected keystage, to switch and display scene pictures in different perspectives inthe client, without a need for a professional game director to operate,thereby simplifying the operation of perspective switching control, andachieving the purpose of improving the efficiency of perspectiveswitching control. The perspectives used for observation in the racinggame applications may include, but are not limited to: a mainperspective for capturing of a main camera of the virtual object, afront perspective for capturing of a front lens of the virtual object, arear perspective for capturing of a rear camera of the virtual object, atop perspective for capturing of a top camera of the virtual object, anda fixed perspective for capturing of a fixed camera disposed in a roundof game scene. The foregoing is merely an example, which is not limitedby the embodiments of this application.

In some embodiments, the key stage includes a starting stage and a majorstage. The apparatus further includes: a second determining unitconfigured to determine, when a duration of start running the round ofgame does not reach a first target duration, that the round of game isin the starting stage; and a third determining unit configured todetermine, when a first virtual object controlled by a first useraccount participating in the round of game reaches a target position,that the round of game enters the major stage.

In some embodiments, the first switching unit 1006 includes: a firstswitching module configured to switch, when the first virtual objectreaches the target position, and the target position is an end point,the target perspective to an observation perspective of the first useraccount corresponding to the first virtual object.

In some embodiments, the first switching unit 1006 includes: a firstdetermining module configured to determine, when the first virtualobject reaches the target position and the target position is not an endpoint, a perspective switching mode; a second switching moduleconfigured to automatically switch, when the perspective switching modeis an individual locking mode, the target perspective to an observationperspective of the first user account corresponding to the first virtualobject; a second determining module configured to determine, when theperspective switching mode is a group locking mode, a group where thefirst virtual object is currently located; a first obtaining moduleconfigured to obtain an observation perspective of a target user accountcorresponding to a target virtual object in the group, the targetvirtual object being at a key position in the group; and a thirdswitching module configured to automatically switch the targetperspective to an observation perspective of the target user accountcorresponding to the target virtual object.

In some embodiments, the apparatus further includes: a third determiningmodule configured to determine, when there is no virtual object afterthe first virtual object and in a range where a distance from the firstvirtual object is less than or equal to a first distance, the firstvirtual object as the target virtual object and the first user accountas the target user account; a second obtaining module configured toobtain, when a virtual object exists behind the first virtual object andwithin the range where the distance from the first virtual object isless than the first distance, a ranking position of the first virtualobject; a fourth determining module configured to determine, when theranking position indicates that the first virtual object is not locatedin a target sequence of the group, the first virtual object as thetarget virtual object and the first user account as the target useraccount; and a third obtaining module configured to obtain, when theranking position indicates that the first virtual object is located inthe target sequence of the group, a second virtual object appearingafter the first virtual object as a next first virtual object.

In some embodiments, the first switching unit 1006 includes: a fifthdetermining module configured to determine an effective display durationand a follow range corresponding to the key perspective, the followrange including a starting observation position and an endingobservation position, and the starting observation position and theending observation position corresponding to a locked key virtual objectin the key scene picture; a first display module configured to display,when the effective display duration is not reached, a key scene pictureof the key virtual object in the client, the key scene picture includinga process from the starting observation position to the endingobservation position; and a second display module configured to display,when the key virtual object does not reach the ending observationposition and the effective display duration has been reached, a keyscene picture corresponding to the key virtual object within theeffective display duration in the client.

In some embodiments, the first switching unit 1006 includes: a sixthdetermining module configured to determine a movement durationcorresponding to the key perspective; and a third display moduleconfigured to display the key scene picture in the client, the key scenepicture being obtained by observation through the key perspective withinthe movement duration.

In some embodiments, the apparatus further includes: a fourthdetermining unit configured to determine, when the key stage in theround of game is not triggered, a to-be-displayed target object scenepicture from a picture resource pool matching the round of game, thepicture resource pool being configured to store candidate object scenepictures, and the candidate object scene pictures being located in acandidate object perspective that meets a display condition; and asecond switching unit configured to switch the target perspective to atarget object perspective corresponding to the target object scenepicture, to display the target object scene picture in the target objectperspective in the client.

In some embodiments, the fourth determining unit includes: a seventhdetermining module configured to determine the target object scenepicture according to priorities configured for the candidate objectscene pictures in the picture resource pool.

In some embodiments, the second switching unit includes: a fourthobtaining module configured to obtain, when a priority of the targetobject scene picture is higher than priorities of other candidate objectscene pictures in the picture source pool and is lower than a priorityof a previous object scene picture displayed prior to the target objectscene picture, a first display duration configured for the previousobject scene picture, the first display duration being used forindicating a maximum duration allowed for display of the previous objectscene picture.

In some embodiments, a fourth switching module is configured to switch,when display time of the previous object scene picture reaches the firstdisplay duration, the target perspective to the target objectperspective corresponding to the target object scene picture.

In some embodiments, the second switching unit includes: a fifthobtaining module configured to obtain, when a priority of the targetobject scene picture is higher than priorities of other candidate objectscene pictures in the picture source pool and is higher than a priorityof a previous object scene picture displayed prior to the target objectscene picture, a second display duration configured for the previousobject scene picture, the second display duration being used forindicating a minimum duration required for display of the previousobject scene picture; a fourth display module configured to continue todisplay, when display time of the previous object scene picture does notreach the second display duration, the previous object scene picture;and a fifth switching module configured to switch, when the display timeof the previous object scene picture reaches the second displayduration, the target perspective to the target object perspectivecorresponding to the target object scene picture.

In some embodiments, the apparatus further includes: a detection unitconfigured to detect an operating state of a user account participatingin the round of game before determining the to-be-displayed targetobject scene picture from the picture resource pool matching the roundof game; and an obtaining unit configured to obtain, according to theoperating state, the candidate object scene pictures in the candidateobject perspective that meets the display condition, and store same inthe picture resource pool.

The embodiments of this application also provide an electronic deviceconfigured to implement the method for controlling perspectiveswitching. As shown in FIG. 11, the electronic device includes a memory1102 and a processor 1104. A computer program is stored in the memory1102, and the processor 1104 is configured to run the computer programto perform the steps in any of the method embodiments.

In some embodiments of this application, the electronic device may be inat least one of a plurality of network devices in a computer network.

In some embodiments of this application, the processor may be configuredto run the computer program to perform the following steps: when a roundof game starts, displaying a virtual scene picture in the round of gamefrom a target perspective in a client; when a key stage in the round ofgame is triggered, determining a key perspective matching the key stage;and automatically switching the target perspective to the keyperspective to display a key scene picture in the key perspective in theclient.

For example, persons of ordinary skill in the art can understand thatthe structure shown in FIG. 11 is only for illustration, and theelectronic device may also be a terminal device such as a smart phone(such as an Android phone and an iOS phone), a tablet computer, ahandheld computer, a mobile Internet device (MID), and a PAD. FIG. 11does not limit the structure of the electronic device. For example, theelectronic device may further include more or fewer components (such asa network interface) than those shown in FIG. 11, or have aconfiguration different from that shown in FIG. 11.

The memory 1102 can be configured to store software programs andmodules, such as program instructions/modules corresponding to themethod for controlling perspective switching and apparatus in theembodiments of this application. The processor 1104 executes variousfunctional applications and data processing by running the softwareprograms and modules stored in the memory 1102, that is, realizes themethod for controlling perspective switching. The memory 1102 mayinclude a high-speed random memory, and may also include a non-volatilememory, for example, one or more magnetic storage apparatuses, a flashmemory, or another non-volatile solid-state memory. In some embodiments,the memory 1102 may include memories remotely disposed with respect tothe processor 1104, and these remote memories may be connected to theterminal through a network. Examples of the network include, but are notlimited to, the Internet, an intranet, a local area network, a mobilecommunication network, and a combination thereof. The memory 1102 maynot be limited to storing the displayed scene pictures and so on. As anexample, as shown in FIG. 11, the memory 1102 may not be limited toincluding the first display unit 1002, the first determining unit 1004,and the first switching unit 1006 in the apparatus for controllingperspective switching. In addition, the memory may further include, butis not limited to, other module units in the apparatus for controllingperspective switching, and no repeated description is provided in thisexample.

For example, the transmission device 1106 is configured to receive orsend data via a network. The network example may include a wired networkand a wireless network. In an example, the transmission device 1106includes a network interface controller (NIC), which may be connected toanother network device and a router through a network cable, tocommunicate with the Internet or a local area network. In an example,the transmission device 1106 is a radio frequency (RF) module, whichcommunicates with the Internet in a wireless manner.

In addition, the electronic device further includes: a display 1108configured to display scene pictures in the round of game; and aconnection bus 1110 configured to connect module components in theelectronic device.

The embodiments of this application further provide a computer-readablestorage medium having a computer program stored therein, the computerprogram being configured to perform, when run, the steps in any of themethod embodiments. For example, in some embodiments of thisapplication, the computer-readable storage medium may be configured tostore a computer program for performing the following steps: when around of game starts, displaying a virtual scene picture in the round ofgame from a target perspective in a client; when a key stage in theround of game is triggered, determining a key perspective matching thekey stage; and automatically switching the target perspective to the keyperspective to display a key scene picture in the key perspective in theclient.

For example, in some embodiments of this application, persons ofordinary skill in the art can understand that all or some steps in thevarious methods in the embodiments may be completed by a programinstructing related hardware of the terminal device. The program may bestored in a computer-readable storage medium. The computer-readablestorage medium may include: a flash disk, a read-only memory (ROM), arandom access memory (RAM), a magnetic disk, an optical disk, or thelike.

The sequence numbers of the foregoing embodiments of this applicationare merely for description purpose but do not imply the preference amongthe embodiments.

When the integrated unit or module in the foregoing embodiments isimplemented in a form of a software functional unit and sold or used asan independent product, the integrated unit or module may be stored inthe foregoing computer-readable storage medium. Based on such anunderstanding, the technical solutions of this application essentially,or a part contributing to the related art, or all or a part of thetechnical solution may be implemented in a form of a software product.The computer software product is stored in a storage medium and includesseveral instructions for instructing one or more computer devices (whichmay be a PC, a server, a network device or the like) to perform all orsome of steps of the methods in the embodiments of this application.

In the foregoing embodiments of this application, the descriptions ofthe embodiments have respective focuses. For a part that is notdescribed in detail in an embodiment, refer to related descriptions inother embodiments.

In the several embodiments provided in this application, it is to beunderstood that, the disclosed client may be implemented in anothermanner. The apparatus embodiments described above are merely exemplary.For example, the division of the units is merely the division of logicfunctions, and may use other division manners during actualimplementation. For example, a plurality of units or components may becombined, or may be integrated into another system, or some features maybe omitted or not performed. In addition, the coupling, or directcoupling, or communication connection between the displayed or discussedcomponents may be the indirect coupling or communication connectionthrough some interfaces, units, or modules, and may be electrical or ofother forms.

The units or modules described as separate components may or may not bephysically separated, and the components displayed as units or modulesmay or may not be physical units or modules, and may be located in oneplace or may be distributed over a plurality of network units. Some orall of the units may be selected based on actual needs to achieve theobjectives of the solutions of the embodiments of this application.

In addition, functional units or modules in the embodiments of thisapplication may be integrated into one processing unit, or each of theunits or modules may be physically separated, or two or more units maybe integrated into one unit or module. The integrated unit or module maybe implemented in the form of hardware, or may be implemented in a formof a software functional unit or module.

The foregoing descriptions are merely exemplary implementations of thisapplication. A person of ordinary skill in the art may further makeseveral improvements and modifications without departing from theprinciple of this application, and the improvements and modificationsfall within the protection scope of this application.

INDUSTRIAL APPLICABILITY

In some embodiments of this application, a client displays, when a roundof game starts, a virtual scene picture of the round of game from atarget perspective, automatically switches, when a key stage in theround of game is triggered, the target perspective to a key perspectivecorresponding to the key stage, and displays a key scene picture in thekey perspective. Accordingly, when the key stage is triggered, the keyscene picture in the switched key perspective can be displayed in theclient, thereby simplifying the operation of perspective switchingcontrol, and saving the time of perspective switching control, toimprove the efficiency of perspective switching control.

What is claimed is:
 1. A method for switching perspectives in a computergame, executed by an electronic device, the method comprising:displaying a virtual scene picture in a game from a target perspectivein a client; triggering a key stage in the game and determining a keyperspective corresponding to the key stage; and automatically switchingthe target perspective to the key perspective to display a key scenepicture from the key perspective in the client.
 2. The method accordingto claim 1, wherein the key stage comprises a starting stage and a majorstage; and triggering the key stage in the game comprises: in responseto determining that a duration of from start game does not reach a firsttarget duration, determining that the game is in the starting stage; andin response to determining that a first virtual object controlled by afirst user account participating in the game reaches a target position,triggering the major stage of the game.
 3. The method according to claim2, wherein the automatically switching the target perspective to the keyperspective comprises: determining that the first virtual object reachesthe target position and the target position being an end point, andswitching the target perspective to an observation perspective of thefirst user account corresponding to the first virtual object.
 4. Themethod according to claim 2, wherein the automatically switching thetarget perspective to the key perspective comprises: determining thatthe first virtual object reaches the target position, and the targetposition is not an end point, and determining a perspective switchingmode; when the perspective switching mode is an individual locking mode,automatically switching the target perspective to an observationperspective of the first user account corresponding to the first virtualobject; and when the perspective switching mode is a group locking mode,determining a group where the first virtual object is currently located,to obtain an observation perspective of a target user accountcorresponding to a target virtual object in the group, the targetvirtual object being at a key position in the group, and the targetperspective being automatically switched to an observation perspectiveof the target user account corresponding to the target virtual object.5. The method according to claim 4, wherein before the obtaining anobservation perspective of a target user account corresponding to atarget virtual object in the group, the method further comprises: inresponse to determining that there is no virtual object after the firstvirtual object and in a range where a distance from the first virtualobject is less than or equal to a first distance, determining the firstvirtual object as the target virtual object, and determining the firstuser account as the target user account; in response to determining thatthere is a virtual object after the first virtual object and in therange where the distance from the first virtual object is less than thefirst distance, obtaining a ranking position of the first virtualobject; in response to determining that the ranking position indicatesthat the first virtual object is not located in a target sequence of thegroup, determining the first virtual object as the target virtualobject, and determining the first user account as the target useraccount; and in response to determining that the ranking positionindicates that the first virtual object is located in the targetsequence of the group, obtaining a second virtual object appearing afterthe first virtual object as a next first virtual object.
 6. The methodaccording to claim 1, wherein the automatically switching the targetperspective to the key perspective to display a key scene picture in thekey perspective in the client comprises: determining an effectivedisplay duration and a follow range corresponding to the keyperspective, the follow range comprising a starting observation positionand an ending observation position, and the starting observationposition and the ending observation position corresponding to a lockedkey virtual object in the key scene picture; in response to determiningthat the effective display duration is not reached, displaying a keyscene picture of the key virtual object in the client, the key scenepicture comprising a process from the starting observation position tothe ending observation position; and in response to determining that thekey virtual object does not reach the ending observation position andthe effective display duration has been reached, displaying a key scenepicture corresponding to the key virtual object within the effectivedisplay duration in the client.
 7. The method according to claim 1,wherein the automatically switching the target perspective to the keyperspective to display a key scene picture in the key perspective in theclient comprises: determining a movement duration corresponding to thekey perspective; and displaying a key scene picture in the client, thekey scene picture being obtained by observation through the keyperspective within the movement duration.
 8. The method according toclaim 1, further comprising: determining that the key stage in the gameis not triggered, and determining a to-be-displayed target object scenepicture from a picture resource pool corresponding to the round of game,the picture resource pool being configured to store candidate objectscene pictures, and the candidate object scene pictures being located ina candidate object perspective that meets a display condition; andswitching the target perspective to a target object perspectivecorresponding to the target object scene picture, to display the targetobject scene picture in the target object perspective in the client. 9.The method according to claim 8, wherein the determining ato-be-displayed target object scene picture from a picture resource poolcorresponding to the round of game comprises: determining the targetobject scene picture according to priorities configured for thecandidate object scene pictures in the picture resource pool.
 10. Themethod according to claim 9, wherein the switching the targetperspective to a target object perspective corresponding to the targetobject scene picture comprises: determining that a priority of thetarget object scene picture is higher than priorities of other candidateobject scene pictures in the picture source pool and is lower than apriority of a previous object scene picture displayed prior to thetarget object scene picture, and obtaining a first display durationconfigured for the previous object scene picture, the first displayduration being used for indicating a maximum duration allowed fordisplay of the previous object scene picture; and determining that adisplay time of the previous object scene picture reaches the firstdisplay duration, and switching the target perspective to the targetobject perspective corresponding to the target object scene picture. 11.The method according to claim 9, wherein the switching the targetperspective to a target object perspective corresponding to the targetobject scene picture comprises: determining that a priority of thetarget object scene picture is higher than priorities of other candidateobject scene pictures in the picture source pool and is higher than apriority of a previous object scene picture displayed prior to thetarget object scene picture, and obtaining a second display durationconfigured for the previous object scene picture, the second displayduration being used for indicating a minimum duration required fordisplay of the previous object scene picture; in response to determiningthat a display time of the previous object scene picture does not reachthe second display duration, continuing to display the previous objectscene picture; and in response to determining that a display time of theprevious object scene picture reaches the second display duration,switching the target perspective to the target object perspectivecorresponding to the target object scene picture.
 12. The methodaccording to claim 8, wherein before the determining a to-be-displayedtarget object scene picture from a picture resource pool correspondingto the game, the method further comprises: detecting an operating stateof a user account participating in the game; and obtaining, according tothe operating state, the candidate object scene pictures in thecandidate object perspective that meets the display condition, andstoring the candidate object scene pictures in the picture resourcepool.
 13. An apparatus for controlling perspective switching, comprisinga memory and a processor, the memory storing a computer program, and theprocessor being configured to run the computer program to: display avirtual scene picture in a game from a target perspective in a client;trigger a key stage in the game and determine a key perspectivecorrespond to the key stage; and automatically switch the targetperspective to the key perspective to display a key scene picture in thekey perspective in the client.
 14. The apparatus according to claim 13,wherein the key stage comprises a starting stage and a major stage; andthe processor is further configured to: determine, in response todetermining that a duration of start the game does not reach a firsttarget duration, that the game is in the starting stage; and determine,in response to determining that a first virtual object controlled by afirst user account participating in the game reaches a target position,that the game enters the major stage.
 15. The apparatus according toclaim 14, wherein the processor is further configured to: switch,determining that the first virtual object reaches the target positionand the target position is an end point, the target perspective to anobservation perspective of the first user account corresponding to thefirst virtual object.
 16. The apparatus according to claim 14, whereinthe processor is further configured to: determine that the first virtualobject reaches the target position, and the target position is not anend point, and determine a perspective switching mode; automaticallyswitch, when the perspective switching mode is an individual lockingmode, the target perspective to an observation perspective of the firstuser account corresponding to the first virtual object; determine, whenthe perspective switching mode is a group locking mode, a group wherethe first virtual object is currently located; obtain an observationperspective of a target user account corresponding to a target virtualobject in the group, the target virtual object being at a key positionin the group; and automatically switch the target perspective to theobservation perspective of the target user account corresponding to thetarget virtual object.
 17. The apparatus according to claim 16, whereinthe processor is further configured to: determine, in response todetermining that there is no virtual object after the first virtualobject and in a range where a distance from the first virtual object isless than or equal to a first distance, the first virtual object as thetarget virtual object and the first user account as the target useraccount; obtain, in response to determining that a virtual object existsbehind the first virtual object and within the range where the distancefrom the first virtual object is less than the first distance, a rankingposition of the first virtual object; determine, in response todetermining that the ranking position indicates that the first virtualobject is not located in a target sequence of the group, the firstvirtual object as the target virtual object and the first user accountas the target user account; and obtain, in response to determining thatthe ranking position indicates that the first virtual object is locatedin the target sequence of the group, a second virtual object appearingafter the first virtual object as a next first virtual object.
 18. Theapparatus according to claim 13, wherein the processor is furtherconfigured to: determine an effective display duration and a followrange corresponding to the key perspective, the follow range comprisinga starting observation position and an ending observation position, andthe starting observation position and the ending observation positioncorresponding to a locked key virtual object in the key scene picture;display, in response to determining that the effective display durationis not reached, a key scene picture of the key virtual object in theclient, the key scene picture comprising a process from the startingobservation position to the ending observation position; and display, inresponse to determining that the key virtual object does not reach theending observation position and the effective display duration has beenreached, a key scene picture corresponding to the key virtual objectwithin the effective display duration in the client.
 19. The apparatusaccording to claim 13, wherein the processor is further configured to:determine a movement duration corresponding to the key perspective; anddisplay the key scene picture in the client, the key scene picture beingobtained by observation through the key perspective within the movementduration.
 20. A non-transitory computer-readable storage medium,comprising a program stored therein, the program, when executed by oneor more processors, performing a method comprising: displaying a virtualscene picture in a game from a target perspective in a client;triggering a key stage in the game and determining a key perspectivecorresponding to the key stage; and automatically switching the targetperspective to the key perspective to display a key scene picture fromthe key perspective in the client.